performance loading images game class - java

I'm trying to decide between several ways of drawing images for objects in a game.
I want objects to have their own draw() method, but I'm afraid that I may cause unnecessary copies of the image or some other drop in efficiency, noticeable or not.
The first way loads the BufferedImages when the level starts.
public class levelone{
BufferedImage imageguy;
public void draw(Graphics2d g){
g.drawImage(imageguy, null, guy.getx(), guy.gety());
}
}
The second way loads the image in the guy.class and draws it from there with just a guy.draw(g); call in the levelone.class.
The third way loads the image in levelone.class and draws it from guy.class with just guy.draw(imageguy, g); in levelone.class.
Help me understand the best way to go about this please. If it's not clear what I'm asking, do tell and I'll try to make it more comprehensible.

This is more of a design question. For a start, this:
... some other drop in efficiency, noticeable or not.
... is not a very healthy or productive way of thinking. If it's not noticeable, it's not worth worrying about. Otherwise you might as well be writing your game in assembly code if you are going to obsess over every clock cycle.
But there might be broader scale design-level scalability concerns here of note.
It's worth noting that coupling rendering/drawing logic with a high-level class can become a maintenance burden. It depends on the scope of your project, but if it's a rather large project, you'll have a lot more breathing room if you separate the drawing/rendering logic from your game logic. Then you can focus your full attention on just what a "Monster" or an "Item" or something of that sort needs to do from a game design standpoint without worrying about how it'll be drawn. The drawing is done elsewhere.
But if we assume you want to have the drawing logic inside these objects anyway, then it seems like your question ultimately boils down to where you want to store some image buffers for graphics related to the objects in your game.
And the short answer is, "it depends". What assumptions do you feel confident making? For example, in your posted code:
public void draw(Graphics2d g){
g.drawImage(imageguy, null, guy.getx(), guy.gety());
}
... this seems kind of ridiculous if all you'll ever do is blit the object image to the graphic. If all you're ever going to do is blit the item's image to the graphic, then you might as well eliminate the draw method outright, expose a public accessor to the image, and let one central place handle the responsibility of blitting those images at the right time and place.
And at that point, if all you're doing is storing images and exposing accessors to them in your objects, then you might as well let the outside world concern itself with loading/storing those images and blitting them, leaving your objects clean and devoid of drawing logic outright. That'll also give you the most flexibility to optimize when and how things are drawn without intrusively touching all your objects.
But are you always going to just blit images from an object? Will there ever be a case where an object in your game might draw additional things, shapes, text, etc? If so, you might want to keep the draw method.
So the ultimate question to me is, do you really want to do drawing inside your objects or not?
If not, then you'll have the most flexibility to optimize to your heart's content, since you can leave the responsibility of most efficiently loading and storing and drawing graphics to a central render engine instead of spreading that responsibility over every object in your game (and potentially having to change all of them if you ever want to do things differently).
if you do want this, then you might as well fully encapsulate all the details involved with rendering an object inside an object, including keeping whatever assets it needs to do that so that the outside world doesn't have to bother with it and can just call 'draw' and pass in a drawing target (Graphics2D, e.g.).
So I would suggest that maybe none of your proposals may be ideal. But if there's one option that might be bad, I'd say it's your third. That is:
The third way loads the image in levelone.class and draws it from
guy.class with just guy.draw(imageguy, g); in levelone.class.
The problem here is that you're kind of getting the worst of both worlds. You're leaking the drawing details of this 'guy' to the outside world, but the outside world still has to depend on the 'guy' to do the drawing by passing those drawing details back in. If nothing else, you want to really give either the guy or the outside world the primary responsibility here, with the latter being more flexible, but the former being more encapsulated. When the outside world has to pass a guy's image back to the guy for the guy to draw, then you get neither of these benefits. If you really want a guy to "draw himself", then you generally want to be able to do it without too much help from the outside. Give one entity the firm responsibility instead of spreading it across multiple.
About unnecessary copies of the same image, that's easily solved no matter what you do with a central image cache. An easy way is just use a map. When loading an image, search the map for the path. If it already exists, return a reference to an already-loaded image. Otherwise load the image and insert that the path/image as a key/value pair to the map.

Related

Bx2D body Sprite synch

seeing as how box2D bodies cannot be resized, I have a problem with bodies and my animated sprites.
here's the situation which I have no doubt is not unique:
my sprite's dimensions slightly change during different motions like attacking, walking, jumping. seeing as how I was about to use box2D body for collision detection this can cause quite a problem.
so far I thought of 3 ways to solve this issue.
1- not use box2d bodies for collision detection , just use them for object's physical behavior
2- delete and recreate body before each render. or on animation change.
3- trying to recheck the collision on bodies to see if it actually collides with the sprite itself. then act.
and here's the problem I have with each of these solutions.
1- this way makes using box2d as a whole seem rather absurd, also I'll be using not one, but two world logic and trying to keep them in sync. seems like a big headache.
2- this doesn't look very optimized, also I doubt I can just make objects pop in and out of existence in a physics world without side effects.
3- I'm not sure how or even if this can be done, actually this option is the one I require more advice on. will this cause any difficulties in the long run, or cause conflicts in physics.
please let me know if there is a efficient way to solve this , or if any of the above solutions is worth working on.
my thanks
Edit:
It was more of a general question since I still don't have proper graphics for the game I'm writing, but here's my practice material:
walking waiting (standing)
attacking
A body can have multiple fixtures, so you can add all fixtures for each state to the body. If you make them zero density it should not affect the physics behavior of the body. Keep in mind though, that at least one fixture on the body should be non-zero density - you could make one fixture to act as the main fixture, which has density to give the body some mass.
If you just need to detect when these fixtures are touching something, you could make them sensor fixtures, and use your contact listener to keep track of what other things they are currently touching. The contact listener would give you callbacks about all of the fixtures regardless of which state your character is in, and for each state you would keep a list of which things the fixtures for that state are touching.
If you need the fixtures to have physical interaction but only when their state is active, you could do the above but also in BeginContact you would do contact->setEnabled(false) if the contact is for a fixture that is not currently in active state.

Static sprite batch?

As my research goes everywhere it's said that we should only use one sprite batch per instance. But what if i set sprite batch to static in class which controls the game (calls different screens etc).
When i have tryed this its working like charm, but is that a good practice or it may result some problems in future. Then if it could be done can i also share stage and shape renderer?
note: the main reason why i am trying to go with that "static batch technique" is that java crashes when i try to dispose stage, sprite batch or shape renderer
I do it that way as well and I didn't run into any problems so far.
You need to be careful with the SpriteBatch.begin() and SpriteBatch.end() calls, since you may never know where it was started already, and where it was stopped when it is shared.
Same applies for the Camera/ProjectionMatrix. And also for the currently used ShaderProgram in case you are working with shaders.
Make sure that you are always fully aware of where you are doing what with your SpriteBatch otherwise you might face weird bugs one day.
Stage should not be shared, since it will probably serve different purposes. For different UIs it doesn't make any sense to use only one Stage.
ShapeRenderer could be shared, since it kind of works the same like SpriteBatch, but probably you only want to use it in a single place.
dispose() should actually work without any problems. You have to make sure that you dispose everything in the correct order so nothing will be left over in the end and cause exceptions.
As #noone allready said it should not cause any problems, if you take care.
But i just wanted to point out another thing: In some Screens (MenuScreen, OptionScreen, ...) you may use Scene2dUi for some UI stuff. So you will use Stages, which belong to the Screen and are not shared. So in this case you should remember, that every Stage has its own SpriteBatch and Camera. So it could be, that you only need an additional SpriteBatch in your
GameScreen. If this is the case i would not make it static and have it only in the GameScreen.
As noone said dispose() should work, if you use the correct order, and so also going with more then 1 SpriteBatch should not cause any problems.
So i think both ways will work and are good approaches. It depends on your design and how/where you want to use the SpriteBatches and Cameras.

What's an efficient way to test if a player has clicked on one of many objects in a Java game?

This is a basic question, but since I haven't been coding Java for long I'd like to get an opinion from someone with more experience. Let's say I have a game in Java in which there are many objects (on the order of 30) on the screen. The player can click on an object and each object handles a mouse click differently.
My question is: if the player clicks on the game window, what's a good way to test if he clicked one of the objects, and if so, trigger that object's mouse click event handler?
Here's what I've come up with so far: my applet has a mouse listener and it could also have a list of all game objects currently in existence. The applet's event handler could traverse the list of objects and see if the coordinates of the click are inside that object's bounding box through something like gameObject.isInsideBBox(int mouseX, int mouseY).
This would be simple to set up, but I feel like it would be inefficient. If the number of objects is large then the program would have to traverse the list every time a user clicks. Couldn't this become a performance issue?
One alternative would be to have each object have its own MouseListener and add all the objects to some sort of global container. Would this method be more efficient in terms of performance than the above? One other concern is that these Component and Container objects seem to be defined in Java's Swing library, but I'm not using Swing for any other purposes. I have the feeling that would be a misuse of the library.
Any feedback/comments?
(I'd be interested to know if these methods would port over to Android. I realize that's a different topic, but if you have any insight on that, I'd appreciate if you could let me know.)
30 objects on screen is few enough that it shouldn't really matter much. A simple linear search should still be easily fast enough. The only real reason to consider optimizing this would be if the '30' might be way off, and you're really dealing with (say) 1000+ objects.
In that case, one simple possibility would be to sort objects by one dimension so you can do a binary search on that dimension. That should leave only a few objects to search among to find the correct value in the other direction.
As #Jerry Coffin says for a small number of objects, a linear search should be fine.
For large numbers of objects linear search scales badly.
If the objects are stationary, you can divide the screen up into a hierarchy of regions; e.g. a quadtree, and place each object into a leaf region. This allows you to reduce the number of objects you need to check.
If the objects are moving rapidly, I don't think that quadtrees would work. Every time you moved an object you'd need to recalculate its position in the quad tree, and that is expensive.
For slowly moving objects, quadtrees might work, provided that each object knows what quadtree region it is currently inside. (Check that an object is still in a region is O(1).)
each object handles a mouse click differently.
each object have its own MouseListener
Given the requirement it sounds like a good solution.
If your game objects derive from a class that implements the Shape interface, one of the conatains() methods may be sufficient. This example can handle thousands of objects using a linear search.

How can I best apply OOP principles to games and other input-driven GUI apps?

Whenever I try to write graphical programs (whether a game or really any GUI app) I always wind up with one or two god classes with way too many methods (and long methods, too), and each class having far too many responsibilities. I have graphics being done at the same time as calculations and logic, and I feel like this is a really bad way to go about organizing my code. I want to get better at organizing my code and abstracting out responsibilities to different classes. Here's an example of where I'd like to start - I want to write a Minesweeper clone, just sort of as practice and to try to improve my software engineering skills. How would I go about making this nice and object-oriented? For the sake of discussion, let's just say I'm using Java (because I probably will, either that or C#). Here's some things I would think about:
should each tile inherit from JButton or JComponent and handle drawing itself?
or should the tiles just be stored as some non-graphical MinesweeperTile object and some other class handles drawing them?
is the 8-segment display countdown timer (pre-Vista, at least) a separate class that handles drawing itself?
when the user clicks, do the tiles have mouse event listeners or does some other collision detection method loop through the tiles and check each one to see if it's been hit?
I realize that there's not just one way to write a GUI application, but what are some pretty basic things I can start doing to make my code more organized, manageable, object-oriented, and just over all write better programs?
edit: I guess I should add that I'm familiar with MVC, and I was originally going to incorporate that into my question, but I guess I didn't want to shoehorn myself into MVC if that's not necessarily what I need. I did searched for topics on MVC with GUI apps but didn't really find anything that answers my specific question.
edit2: Thanks to everyone who answered. I wish I could accept more than one answer..
Here is a simple (but effective) OO design to get you started:
First create a Game object that is pure Java/C# code. With no UI or anything else platform specific. The Game object handles a Board object and a Player object. The Board object manages a number of Tile objects (where the mines are). The Player object keeps track of "Number of turns", "Score" etc. You will also need a Timer object to keep track of the game time.
Then create a separate UI object that doesn't know anything about the Game object. It is completely stand alone and completely platform dependent. It has its own UIBoard, UITile, UITimer etc. and can be told how to change its states. The UI object is responsible for the User Interface (output to the screen/sound and input from the user).
And finally, add the top level Application object that reads input from the UI object, tells the Game what to do based on the input, is notified by the Game about state changes and then turns around and tells the UI how to update itself.
This is (by the way) an adaption of the MVP (Model, View, Presenter) pattern. And (oh by the way) the MVP pattern is really just a specialization of the Mediator pattern. And (another oh by the way) the MVP pattern is basically the MVC (Model, View, Control) pattern where the View does NOT have access to the model. Which is a big improvement IMHO.
Have fun!
use a MVC framework that handles all the hard organization work for you. there's a ton of MVC framework topics on SO.
using high quality stuff written by others will probably teach you faster - you will get further and see more patterns with less headache.
I'm not suggesting this is the only way to do it, but what I would suggest is something like the following. Other people, please feel free to comment on this and make corrections.
Each tile should inherit from something and handle drawing itself. A button seems like the best solution because it already has the button drawing functionality (pressed, unpressed, etc) built in.
Each tile should also be aware of its neighbors. You would have eight pointers to each of its eight neighbors, setting them to null of course if there is no neighbor. When it goes to draw, it would query each neighbor's IsMine() function and display the count.
If none of its neighbors are a mine, it would then recurse into each neighbor's Reveal() method.
For the 7-segment display, each digit is its own class that handles drawing. Then I would make a CountdownSegmentDigit class that inherits from this class, but has additional functionality, namely CountDown(), Set(), and Reset() methods, as well as a HitZero event. Then the display timer itself is a collection of these digits, wired up to propagate zeroes left. Then have a Timer within the timer class which ticks every second and counts down the rightmost digit.
When the user clicks, see above. The tile itself will handle the mouse click (it is a button after all) and call its Reveal() method. If it is a mine, it will fire the MineExploded event, which your main form will be listening to.
For me, when I think of how to encapsulate objects, it helps to imagine it as a manufacturing process for physical parts. Ask yourself, "How can I design this system so it can be most efficiently built and reused?" Think about future reuse possibilities too. Remember the assembly process takes small pieces and builds them up into larger and larger pieces until the entire object is built. Each bit should be as independent as possible and handle its own logic, but be able to talk to the outside world when necessary.
Take the 7-segment display bit, you could have another use for it later that does not count down. Say you want a speedometer in a car or something. You will already have the digits that you can wire up together. (Think hardware: stock 7-segment displays that do nothing but light up. Then you attach a controller to them and they get functionality.)
In fact if you think hard enough, you might find you want CountUp() functionality too. And an event argument in HitZero to tell whether it was by counting up or down. But you can wait until later to add this functionality when you need it. This is where inheritance shines: inherit for your CountDownDigit and make a CountUpOrDownDigit.
Thinking about how I might design it in hardware, you might want to design each digit so it knows about its neighbors and count them up or down when appropriate. Have them remember a max value (remember, 60 seconds to a minute, not 100) so when they roll over 0, they reset appropriately. There's a world of possibilites.
The central concern of a Graphic User Interface is handling events. The user does X and you need to response or not respond to it. The games have the added complexity in that it needs to change state in real time. In a lot of cases it does this by transforming the current state into a new state and telling the UI to display the results. It does this in a very short amount of time.
You start off with a model. A collection of classes that represents the data the user wants to manipulate. This could represent the accounts of a business or vast frontiers of an unknown world.
The UI starts with defining a series of forms or screens. The idea is that is for each form or screen you create a interface that defines how the UI Controller will interact with it. In general there is one UI Controller classes for each form or screen.
The form passes the event to the UI Controller. The UI Controller then decides which command to execute. This is best done through the Command design pattern where each command is it own class.
The Command then is executed and manipulate the model. The Command then tells the UI Controller that a screen or a portion of a screen needs to be redraw. The UI Control then looks at the data in the model and uses the Screen Interface to redraw the screen.
By putting all the forms and screen behind a interface you can rip out what you have and put something different in. This includes even not having any forms at all but rather mock objects. This is good for automated testing. As long as something implements the Screen Interface properly the rest of the software will be happy.
Finally a game that has to operate in real time will have a loop (or loops) running that will be continually transforming the state of the game. It will use the UI Controller to redraw what it updated. Commands will insert or change information in the model. The next time the loop comes around the new information will be used. For example altering a vector of a object traveling through the air.
I don't like the MVC architecture as I feel it doesn't handle the issues of GUIs well. I prefer the use of a Supervising Controller which you can read about here. The reason for this is that I believe automated tests are one of the most important tools you have. The more you can automate the better off you are. The supervising presenter pattern makes the forms a thin shell so there is very little that can't be tested automatically.
Sorry to say it, but it seems you have mess in your head trying to improve your coding too much in one step.
There is no way to answer your question as such, but here we go.
First start with OOP, think about what objects are required for your game/GUI and start implementing them a little at a time, see if there are chances to break up these objects further, or perhaps reunite some objects that make no sense on their own, then try to figure out if you have repeated functionality among your objects, if you do, figure out if this repeated functionality is a (or many) base class or not.
Now this will take you a few days, or weeks to really grok it well, then worry about dividing your logic and rendering.
I have some tutorials that are written in C#. It discusses this very same topic. It is a starting point for a RogueLike game.
Object Oriented Design in C# Converting Legacy Game
Object Oriented Design: Domain Type Objects
Object Oriented Design: Rethinking Design Issues
BROKEN LINK - Object Oriented Design: Baby Steps in Acceptance Testing

Pacman in Java questions

For my university assignment I have to make a networkable version of pacman. I thought I would best approach this problem with making a local copy of pacman first and then extend this functionality for network play.
I would have to say that I am relatively new to java GUI development and utilizing such features within java.
http://www.planetalia.com/cursos/Java-Invaders/
http://javaboutique.internet.com/PacMan/source.html
I have started following the above links with regards to game development within java and an example of the pacman game.
I decided to represent the maze as an int array with different values meaning different things. However when the paint method inside the main game loop is run i am redrawing the whole maze with this method.
for (int i : theGame.getMaze())
{
if (i == 4)
{
g.setColor(mazeWallColour);
g.fillRect(curX, curY, cellSize, cellSize);
curX += 25;
}
else
{
curX += cellSize;
}
index++;
// Move to new row
if (index == 25)
{
index = 0;
curX = 10;
curY += cellSize;
}
}
However this is providing me with less then 1fps. Although i've noticed the example linked above uses a similar way of redrawing each time the paint method is called and i believe does this on a image that is not viewable (kinda like double buffering [I've used a BufferStrategy like the first link explains]) What would be a better way to redraw the maze?
Any pointers/advice with this would be useful.
Thank you for your time.
http://pastebin.com/m25052d5a - for the main game class.
Edit: I have just noticed something very weird happening after trying to see what code was taking so long to execute.
In the paintClear(Graphics g) method i have added
ocean = sprites.getSprite("oceano.gif");
g.setPaint(new TexturePaint(ocean, new Rectangle(0,t,ocean.getWidth(),ocean.getHeight())));
g.fillRect(10, 10,getWidth() - 20,getHeight() - 110);
which made the whole thing run smoothly - however when i removed these lines the whole thing slowed down? What could have caused this?
Updated code
First off, I'd recommend that you use named constants rather than having random magic numbers in your code and consider using enums for your cell types. While it won't make your code run any faster, it certainly will make it easier to understand. Also, 'i' is normally used as a counter, not for a return value. You should probably call it cellType or something similar. I'd also recommend that you use a 2D array for your stage map since it makes a number of things easier, both logistically and conceptually.
That said, here are a few things to try:
Pull the setColor() out of the loop and do it once. The compiler might be able to do loop-invariant hoisting and thus do this for you (and probably will), but conceptually, you should probably do this anyway since it appears you want all of your walls to be one color anyway.
Try calling drawRect() instead of fillRect() and see if that draws faster. I don't think it will, but it is worth a shot, even if it looks uglier. Similarly, you can try creating an Image and then drawing that. This has the advantage that it is really easy to tell your Graphics object to implement a transform on your image. Also, consider taking this out completely and make sure that it is being a significant performance hit.
Also, normally you don't need to ask for the parent for its Graphics object and implement painting directly on it. Rather, you should override its paintComponent() method and just utilize the Graphics given to you (possibly calling helper methods as you do). Swing components are double-buffered by default, so you don't need to implement that yourself; just let the swing object do its job and let you know when to paint.
Also, you end up repainting the entire screen, which is something of overkill. If you call repaint(Rectangle), Swing can choose to redraw only the sections of your board that are explicitly marked dirty. When you update one of your sprites, call repaint(r) only on the area of the sprite's old and new locations. When you complete a level and need a new board, then you can call repaint() (without parameters) to redraw the entire map.
You should also look at Sun's tutorial to get some tips for efficiency in Swing.
I still consider myself a beginner with Java, but I recently developed a Frogger-esque game with dynamic map and editor using some of the techniques you've mentioned, and I'm only too happy to provide some help.
As mentioned, enum's are the way to go. I set my map up as a 2-dimensional array and set an enum for each different type, writing a method inside my map class to take in one image and divide each square in the map to each value in my enum.
A tutorial that helped me with mapping can be found on Coke and Code. All the source code is there if you need a hand with any of it, although you do seem to have a decent grasp of what you're doing. If you still need help I could always drag out some source code.
It looks like your call to Thread.sleep doesn't do what you intended, but I don't think it's the source of your trouble. You have:
Thread.sleep(Math.max(0, startTime - System.currentTimeMillis()));
startTime will always be less than System.currentTimeMillis(), so startTime - System.currentTimeMillis() will always be negative and thus your sleep will always be for 0 milliseconds. It's different from the example you showed because the example increments startTime by 40 milliseconds before doing the calculation. It is calculating how long to sleep for to pad out the drawing time to 40 milliseconds.
Anyway, back to your problem. I'd recommend measurement to figure out where your time is being spent. There's no point optimising until you know what's slow. You already know how to use System.currentTimeMillis(). Try using that to measure where all the time goes. Is it all spent drawing the walls?
EDIT - I see this got marked as accepted, so should I infer that the problem went away when you fixed the sleep time? I don't have a lot of Java GUI experience, but I can speculate that perhaps your code was starving out other important threads. By setting your thread to have maximum priority and only ever calling sleep(0), you pretty much guarantee that no other thread in your process can do anything. Here's a post from Raymond Chen's blog that explains why.
The code you listed above can't be the source of the 1fps problem... I have code doing far more than this that runs far faster.
Can you benchmark that code and make sure it's the root of the problem?
I'm no game developer, but that framerate seems very slow.
I'm not quite sure how your code is working, but one possibility for improving rendering performance would be to find those parts of the display that don't change much (such as the walls of the maze) and avoid re-creating them for each frame.
Create a BufferedImage containing the constant elements (maze?, background) and then re-draw it first for each frame. On top of this Buffered image, draw the variable elements (PacMan, ghosts, dots, etc).
This technique, along with many other Java2D performance tips, is discussed in Romain Guy's excellent book Filthy Rich Clients.
Just so you don't worry that it's Java, I worked on a Spectrum Analyzer (Like an o-scope) where the entire GUI portion(the trace, menus, button & wheel handling) was done in Java. When I got there it was getting 1fps, when I left it was 12-20. That had a lot of processing going on and was running on a very slow processor.
Look at only updating parts of the GUI that you need to update. Often you can redraw the entire screen but just set a clipping region to the part that is truly updated.
Be careful about inner loops--they are The Speed Killer.
Try to avoid allocating and freeing huge numbers of objects. I'm not saying don't use objects, I'm saying don't create one for each pixel :)
Good luck
Wow, that's a pretty tough problem to give someone just learning Java.
My advice? Think in terms of objects. Can you write something WITHOUT a user interface that mimics the behavior of the game itself? Once you get that working, you can concentrate on the special problems of the user interface. Yes, start with a local version before the networked piece.
I'm not a gamer. I wonder what Java2D API would offer to make your life better?
How much time do you have to finish it?
This might sound obvious but your performance problem is because you are redrawing the entire maze, which doesn't need to be done, instead you need to redraw only changed parts of your maze.
The way I've approached this issue before is by seperating the updating of the maze from the actual redrawing into different threads (kind of like a threaded MVC). Every time you change a cell in your maze you would mark it as "dirty", your redraw thread will check every now and then to redraw only the dirty cells.
Sorry for the extremly generic advice
Java/Swing double-buffers by default. If you're using Swing, you don't need to double-buffer separately, like other answers suggest.
I agree with Allain, that the code you listed can't be the cause of 1fps. I've written highly inefficient Java/Swing animation code that runs much faster than you describe. Do some more testing to narrow down the cause of the slowness.
If possible, you should keep an image of the maze, and draw it in one library call. It probably doesn't need to be full resolution, either -- if you want a blocky, 8-bit feel, I expect the graphics library will be more than happy to oblige 8^)
Also, as others have mentioned, you can save time by redrawing only those parts of the screen that need updating. This can be annoying to implement, but it may allow you to significantly improve your frame rate. Be sure to do some experiments to make sure this is the case before exerting the required effort!

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